Her looks can be deceiving, but not as deceiving as how strong her talismans are. Those things... they hurt, and oh boy do they hurt bad. Anyone who is actively looking at her can see her scribble down some gibberish in black ink on her talismans and the target instantly be affected.
Spend an Action to activate. Select a Living target within 300 feet. You must actively and obviously use Talismans to activate this Effect. Roll Intellect + Occult Difficulty 6. The target may contest by rolling Body, Difficulty 6.
If the contested Outcome is positive, the target takes that much damage plus 3. Armor is fully effective against this damage.
Injuries caused by this Effect do not heal naturally. They can be Stabilized, but will not reduce in Severity unless they are healed through an Effect or some sort of supernatural ability.
This Gift's Cost is capped at 2 and cannot be increased further.
Jeremy Soap takes a deep breath, blows, and creates a giant bubble imbued with his will to shield him and his friends from attacks. When used on someone else, it rockets towards them and engulfs them before hardening.
Exert your Mind and spend an Action or Reaction to activate. Select a Animate target within 20 feet. You must actively and obviously use Bubble Wand to activate this Effect. Roll Charisma + Influence at Difficulty 6.
If you succeed, you create a Barrier around your target, which absorbs the next Outcome Damage. The Damage reduction from the Barrier is applied before Armor, and is treated like Armor by any effects such as Armor Penetration. You may only have 1 active barrier at a time.
You must maintain Concentration while using this Effect. The Barrier will fall if you are interrupted, or if it absorbs the full amount of damage. When a Barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
Classic exorcist style, Obedience stretches, bends, and dislocates Grace's limbs so that all of the force behind the movements they make is otherworldly, where things like gravity and time matter much less.
Names are powerful things. When the girls learned Obedience’s name, it was like a lock clicking open… alongside the traumatic memories came potential energy, an embrace of the unnatural and a further understanding of what it means to be a ghost. Obedience can tap into the plane she exists on to move there instead of the physical world, bringing Grace's body as her host along for the ride.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
Pringles and his Passenger are learning to co-operate more after spending a long time working together in the forest while hunted by the foundation and various monsters. The Passenger uses carefully placed tears in reality, small enough that they can't be seen or felt by others, to help triangulate sound and even expand Pringles' normal vision.
For now, it takes actively attempting to do so for this to function properly.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Any heightened senses require you to maintain Concentration to use, and do not apply to any passive Perception checks.
Marina's skin is dotted with small, bioluminescent lights across her shoulders and arms, resembling the gentle glow of sea creatures. This subtle radiance casts a soft aura around her, usually covered by a. Her eyes are a captivating greyish-blue, deep and reflective like the ocean's depths, adding a mysterious allure to her character. Slowly, Marina is becoming a hybrid sea creature, reminiscent of a siren, with her evolving features hinting at the enchanting yet enigmatic world beneath
You gain the following benefits at all times.
You are permanently and visibly transformed: Sea Monarch Offspring. You are considered to be a Sapient, Living being when targeted..
While in underwater environments, heat, cold, pressure, radiation, and other native hazards do not affect you. Dangerous local flora and fauna will not bother you unless you give them a reason.
You may make a +2 Weapon Damage ink shot (throwing knife) attack without additional equipment.
While morphed you gain increased fighting skills and abilities to help defend yourself and your allies.
You gain the following benefits as long as must me morphed and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 Weapon Damage (instead of -1).
You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.
You also gain the following effects:
As long as the ninja is carrying a weapon, their self-defense is almost subconscious. Subtle twitches and lighting-fast feints and parries using sword and scabbard can buy the ninja precious seconds to enact an escape plan or make the kill.
You gain the following benefits at all times. You must actively and obviously be using a sword to gain the benefits of this Effect.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Whenever your Armor reduces incoming Damage, you are immediately made aware of the source of the Damage. You may pinpoint their location for 30 seconds.
Any time your Armor prevents Damage, your Armor rating is temporarily decreased by 2. Whenever it goes five Rounds without preventing any Damage, it is restored back to its full value.
The Necromancer stands over a corpse and makes a series of grandiose lifting gestures. The corpse rises from the ground as though suspended by invisible strings, barks a pained groan, and lands on its feet, now a full-fledged member of the living dead.
Increase your sacrificial Injury's Severity by 1 and spend an Action. You must use up corpse in order to activate this Effect.
Summon up to 3 Non-Sapient, Animate zombie at your location. They last for two hours or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 3 minions active at a time.
You may end this Effect prematurely as a Free Action.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
The aquamancer is an adept swimmer and moves with agility in or out of the water.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
This witch is a cruel and vengeful creature who works her vile arts against those she deems worthy of punishment. All she must do is point. A flash of green lightning strikes her victim and disappears. Immediately, or upon the completion of some condition, if the witch chooses, the victim's body warps and shifts into a gross mockery of its former self. Whether she's giving someone the head of a donkey or stealing their voice, the witch's enemies always get what is coming to them.
The sheer wickedness of this spell corrupts the witch, giving her a disgusting, witchy appearance.
Exert your Mind (unless you win a coin flip) and Spend an Action. Select a Living target within 45 feet. Roll Intellect + Occult at Difficulty 6. The target may roll Body, -2 dice at Difficulty 7, as a Free Action to resist.
If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:
When you activate this Effect, instead of occurring immediately, you may choose to delay its effects until the target takes a particular Action. For example: "when they fire a gun" or "when they swim in deep water."
Possession of this Power grants the following Battle Scar: Witchy Appearance. You have a long, warty nose and chin, wrinkled skin, and a hunch back. Social rolls are at +2 Difficulty, and your free movement is reduced by 10 feet.
Your alteration "heals" over the course of the next month, after which it is fully cured.
Possession of this Power grants the following Trauma at all times: Compulsion for payback. You must roll Self-Control to avoid using this Gift on anyone who wrongs you in a major way.
The Solider is accustomed to going long periods without food or water and can operate on very little sleep.
You gain the following benefits at all times.
You may go five times longer than a normal human without food, water, sleep, and air. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.